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Archived from groups: rec.games.roguelike.misc,rec.games.roguelike.development (More info?)
1. For those unfamiliar, Darshan's patch [kudos!] for Dungeon Crawl can
determine which parts of the map are accessible from the PC's current
location; even if there's only a trap in the way, it colors those
squares on the level map grey.
2. It seems illogical to me that a PC would know the relative position
of previously explored portions of a level if he didn't recognize any
connection between the previous explored area and his present location.
For example, how could he know (without careful measurement) that the
other up staircase on level 2 that he came down and went back up 5
minutes ago is 5 units north and 13 units west of the one he just came
down, when there's no recognizable connection on Level 2. (and the
horizontal coordinates of the staircases do not correlate closely from
level to level)
I suggest then, that a similar algorithm could be used to limit which
parts of the map are displayed at all (without the consideration of
inaccessibility due to traps). Hence if the PC teleports, or takes
stairs, (or other discontinous methods of travel,) only the small chunk
of map the player has most recently explored will be displayed, unless
his path connects with a previous chunk (at which point he recognizes
the dungeon) and then that chunk is displayed.
About the only useful effect of this though is to discourage the player
dipping down each staircase to prepare escape routes in case he gets in
over his head, discouraging going downstairs prematurely to obtain
random drops.
1. For those unfamiliar, Darshan's patch [kudos!] for Dungeon Crawl can
determine which parts of the map are accessible from the PC's current
location; even if there's only a trap in the way, it colors those
squares on the level map grey.
2. It seems illogical to me that a PC would know the relative position
of previously explored portions of a level if he didn't recognize any
connection between the previous explored area and his present location.
For example, how could he know (without careful measurement) that the
other up staircase on level 2 that he came down and went back up 5
minutes ago is 5 units north and 13 units west of the one he just came
down, when there's no recognizable connection on Level 2. (and the
horizontal coordinates of the staircases do not correlate closely from
level to level)
I suggest then, that a similar algorithm could be used to limit which
parts of the map are displayed at all (without the consideration of
inaccessibility due to traps). Hence if the PC teleports, or takes
stairs, (or other discontinous methods of travel,) only the small chunk
of map the player has most recently explored will be displayed, unless
his path connects with a previous chunk (at which point he recognizes
the dungeon) and then that chunk is displayed.
About the only useful effect of this though is to discourage the player
dipping down each staircase to prepare escape routes in case he gets in
over his head, discouraging going downstairs prematurely to obtain
random drops.